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Arabia

503071765Analyzed
2v2 RM · 2mo ago on Aug 30, 2026· 15m 38s· 4 players
Game mode
Random Map
Map size
Medium (4 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇺🇸 Chinese · United States
1056
+14
🇺🇸 Shu · United States
1027
+16
vs
🇹🇼 Franks · Taiwan
1090
-18
🇹🇼 Vietnamese · Taiwan
954
-12
Player eAPM Actions Feudal Castle Imperial Opening
61 956 10:29 — — ⚔ Skirmisher Rush
60 944 11:58 — —
30 470 9:57 — — ⚔ Drush into Archers
27 429 9:00 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,255 2,034 0 0 5,289 5,490
2,520 2,018 315 0 4,853 5,447
1,610 1,285 90 0 2,985 3,959
1,590 703 50 0 2,343 3,073
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number.Age times are when the player reached the age (hover for the click that started it).Openings are inferred from early production and building placement, and are omitted when unclear.The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled.Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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